bitburner-src/src/Constants.ts

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/**
* Generic Game Constants
*
* Constants for specific mechanics or features will NOT be here.
*/
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export const CONSTANTS: {
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VersionString: string;
isDevBranch: boolean;
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VersionNumber: number;
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MaxSkillLevel: number;
MilliPerCycle: number;
OfflineHackingIncome: number;
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CorpFactionRepRequirement: number;
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BaseFocusBonus: number;
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TravelCost: number;
BaseFavorToDonate: number;
DonateMoneyToRepDivisor: number;
NeuroFluxGovernorLevelMult: number;
NumNetscriptPorts: number;
MultipleAugMultiplier: number;
TorRouterCost: number;
HospitalCostPerHp: number;
IntelligenceCrimeWeight: number;
IntelligenceCrimeBaseExpGain: number;
IntelligenceProgramBaseExpGain: number;
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IntelligenceGraftBaseExpGain: number;
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IntelligenceTerminalHackBaseExpGain: number;
IntelligenceSingFnBaseExpGain: number;
MillisecondsPer20Hours: number;
GameCyclesPer20Hours: number;
MillisecondsPer10Hours: number;
GameCyclesPer10Hours: number;
MillisecondsPer8Hours: number;
GameCyclesPer8Hours: number;
MillisecondsPer4Hours: number;
GameCyclesPer4Hours: number;
MillisecondsPer2Hours: number;
GameCyclesPer2Hours: number;
MillisecondsPerHour: number;
GameCyclesPerHour: number;
MillisecondsPerHalfHour: number;
GameCyclesPerHalfHour: number;
MillisecondsPerQuarterHour: number;
GameCyclesPerQuarterHour: number;
MillisecondsPerFiveMinutes: number;
GameCyclesPerFiveMinutes: number;
CodingContractBaseFactionRepGain: number;
CodingContractBaseCompanyRepGain: number;
CodingContractBaseMoneyGain: number;
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AugmentationGraftingCostMult: number;
AugmentationGraftingTimeBase: number;
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SoACostMult: number;
SoARepMult: number;
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EntropyEffect: number;
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Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
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LatestUpdate: string;
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} = {
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VersionString: "2.6.1dev",
isDevBranch: true,
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VersionNumber: 38,
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
* the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
*/
MaxSkillLevel: 975,
// Milliseconds per game cycle
MilliPerCycle: 200,
// Multiplier for hacking income earned from offline scripts
OfflineHackingIncome: 0.75,
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// How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement: 400e3,
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// Cost to travel to another city
TravelCost: 200e3,
// Faction and Company favor-related things
BaseFavorToDonate: 150,
DonateMoneyToRepDivisor: 1e6,
// NeuroFlux Governor Augmentation cost multiplier
NeuroFluxGovernorLevelMult: 1.14,
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NumNetscriptPorts: Number.MAX_SAFE_INTEGER,
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// Augmentation Constants
MultipleAugMultiplier: 1.9,
// TOR Router
TorRouterCost: 200e3,
// Hospital/Health
HospitalCostPerHp: 100e3,
// Intelligence-related constants
IntelligenceCrimeWeight: 0.025, // Weight for how much int affects crime success rates
IntelligenceCrimeBaseExpGain: 0.05,
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IntelligenceProgramBaseExpGain: 0.1, // Program required hack level divided by this to determine int exp gain
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IntelligenceGraftBaseExpGain: 0.05,
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IntelligenceTerminalHackBaseExpGain: 200, // Hacking exp divided by this to determine int exp gain
IntelligenceSingFnBaseExpGain: 1.5,
// Time-related constants
MillisecondsPer20Hours: 72000000,
GameCyclesPer20Hours: 72000000 / 200,
MillisecondsPer10Hours: 36000000,
GameCyclesPer10Hours: 36000000 / 200,
MillisecondsPer8Hours: 28800000,
GameCyclesPer8Hours: 28800000 / 200,
MillisecondsPer4Hours: 14400000,
GameCyclesPer4Hours: 14400000 / 200,
MillisecondsPer2Hours: 7200000,
GameCyclesPer2Hours: 7200000 / 200,
MillisecondsPerHour: 3600000,
GameCyclesPerHour: 3600000 / 200,
MillisecondsPerHalfHour: 1800000,
GameCyclesPerHalfHour: 1800000 / 200,
MillisecondsPerQuarterHour: 900000,
GameCyclesPerQuarterHour: 900000 / 200,
MillisecondsPerFiveMinutes: 300000,
GameCyclesPerFiveMinutes: 300000 / 200,
// Player Work & Action
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BaseFocusBonus: 0.8,
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// Coding Contract
// TODO: Move this into Coding contract implementation?
CodingContractBaseFactionRepGain: 2500,
CodingContractBaseCompanyRepGain: 4000,
CodingContractBaseMoneyGain: 75e6,
// Augmentation grafting multipliers
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AugmentationGraftingCostMult: 3,
AugmentationGraftingTimeBase: 3600000,
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// SoA mults
SoACostMult: 7,
SoARepMult: 1.3,
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// Value raised to the number of entropy stacks, then multiplied to player multipliers
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EntropyEffect: 0.98,
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Donations: 151,
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// Also update doc/source/changelog.rst
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LatestUpdate: `
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## v2.6.1 dev - last updated 23 Apr 2024
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See 2.6.0 changelog at https://github.com/bitburner-official/bitburner-src/blob/v2.6.0/src/Documentation/doc/changelog.md
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### MAJOR CHANGES
- Exported savegames are now compressed. This means that savegames from 2.6.1dev will need to be manually converted before backloading into 2.6.0 (@catloversg)
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### API
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- (Corporation) Add a missing check on exportMaterial (@catloversg)
- (Corporation) Add ns.corporation.sellDivision (@catloversg)
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- (Formulas) Add ns.formulas.hacking.growAmount (@d0sboots)
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- (Go) Some changes to the Go API, including some minor breaking changes. Please refer to the API documentation in the script editor or at https://github.com/bitburner-official/bitburner-src/blob/dev/markdown/bitburner.go.md (@ficocelliguy)
- (Go) Fix a bug that allowed facing secret opponent early or with wrong board size (@ficoccelliguy)
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- (Singularity) Added ns.singularity.getFactionEnemies function (@jaguardeer)
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- (Sleeve) SleeveInfiltrationWork now has a nextCompletion promise (@Caldwell-74)
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- Fixed an issue that caused ns.disableLog to work incorrectly for some functions (@ficocelliguy)
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### UI
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- (Corporation) More granular control of office size increases (@adeilt)
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- (Gang) Fix inaccurate display of wanted reduction rate when performing "justice" tasks (@LJNeon)
- (Go) Fix an incorrect displayed max favor on Go history page (@ficocelliguy)
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- Text files (.txt and .json) posted to the terminal from the ls command are now clickable (@catloversg)
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- Fixed a display issue on the bitverse page (@LJNeon)
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- Fixed a display issue on the stats page (@catloversg)
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### MISC
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- (Bladeburner) Internal code refactoring (@Snarling)
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- (Corporation) Fix an issue that could cause incorrect average material prices via bulk purchases (@catloversg)
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- (Go) "No AI" white player can now pass (@ficocelliguy)
- (Go) Reimplement superko rule, adjust save data (@ficocelliguy)
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- (Go) Balance tweaks and other bugfixes (@ficocelliguy)
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- (Hacknet) Fixed an issue in the engine loop that could cause offline earnings with hacknet to be inaccurate (@d0sboots)
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- Update Credits page to show @d0sboots as an active maintainer (@Snarling)
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- Miscellaneous documentation fixes (@adeilt, @User670, @catloversg, @gmcew, @jeek, @pontsuyo, @ficocelliguy, @d0sboots)
- Changed the name of an augmentation at the request of the original author (@hydroflame)
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- Allow .json files (@shyguy1412)
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- Remove jquery dependency (@catloversg)
- Disable text translation, which commonly causes crashes (@catloversg)
- Fix an incorrect unit in ns.spawn logs (@FoGsesipod)
- Servers that don't exist yet will not show up in autocomplete data (@catloversg)
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- Add optional file for ignoring some specific commits with git blame (@adeilt)
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- Remove some unnecessary data from save file (@Snarling)
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- Remove an internal dependency and streamline code for downloading files (@catloversg)
- Remove some unused internal constants (@catloversg)
- Ensure lastNodeReset property is initialized correctly on the player object (@catloversg)
- The value of "this" within the main function will no longer be the script module itself (@d0sboots)
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- Nerf noodle bar (various contributors)
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`,
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};